Path: chuka.playstation.co.uk!news From: Majik Newsgroups: scee.yaroze.programming.3d_graphics Subject: split-screen - Sorted! Date: Tue, 24 Feb 1998 09:19:50 +0000 Organization: Sinclair MicroComputer Museum Lines: 24 Message-ID: <34F290B6.46D3@127.0.0.1> References: <6cjs0r$m1u1@emeka.playstation.co.uk> <34ED8958.2773@mdx.ac.uk> <34F15DA4.5CE9@127.0.0.1> <34F174A7.1DA0@mdx.ac.uk> Reply-To: majik@127.0.0.1 NNTP-Posting-Host: 194.202.250.27 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.0 (WinNT; I) Robert Swan wrote: > 2) The routine doesn't take into account the positions of your > double buffers in memory. To make the program sipler, I > assumed (probably unfairly) that the buffer screens were of > res (320, 240) and located at (0,0) and (0,240) in VRAM. Even > if this isn't the problem, I'll rewrite it to automaticaly > read the location of these screens. Also, trying to edit the > InitSplitScreen() function coudl cause problems like that. Aha, this is what led me to the problem, I was doing something really stupid - I hadn't realised that you needed to create to clipping areas for each viewpoint: one for each frame buffer - Doh! anyway, thats that fixed! thanx, Majik. -- -- Majik - Owner/Curator of the Sinclair Microcomputer Museum -- Spod in a suitcase - ' Have Compiler, will travel ' -- http://mudhole.spodnet.uk.com/~majik/ --